ARM Mali GPU Midgard Architecture

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ARM Mali GPU Midgard Architecture Title 44pt sentence case ARM Mali GPU Midgard Architecture Mathias Palmqvist Affiliations 24pt sentence case Senior Software Engineer/ARM MPG 20pt sentence case Lund University, Faculty of Engineering LTH December 6th 2016 © ARM 2016 Title 40pt sentence case Agenda Bullets 24pt sentence case . Midgard Architecture Overview . Power Consumption & Bandwidth Reduction Sub-bullets 20pt sentence case . Device Driver Work building . Power Consumption . Forward Pixel Kill . GPU Software Interface . Transaction Elimination . GPU Hardware Jobs . ARM Framebuffer Compression . Job Manager . Pixel local storage . Unified Shader Core . Shader Core: Vertex Work . ARM Lund . Tiling Unit . ARM Lund GPU teams . Shader Core: Fragment Work . GPU HW/SW development . Shader Core: Tripipe . Party! . Student Oppurtunities 2 © ARM 2016 Title 40pt sentence case Mathias Palmqvist Bullets 24pt sentence case Work Interests Sub-bullets 20pt sentence case . Senior Software Engineer, ARM ~5 years • Game Development(often non-graphics related) GPU driver, EGL on Android/X11, Multimedia. • Real-time techniques with mobile focus . Previously at Sony Ericsson 7 years Personal Android Graphics Integration. • Married to California girl from UCSD since 13 Education years • Two children, 5 and 2. Aiden and Avery. LTH, M.S.EE (e98). Fourth year at U.C. San Diego. Hardware and graphics main focus. 3 © ARM 2016 Text 54pt sentence case Midgard GPU Architecture 4 © ARM 2016 Title 40pt sentence case Acrynoms Bullets 24pt sentence case AMBA Advanced Microcontroller Bus Architecture Sub-bullets 20pt sentence case AXI AMBA Advanced eXtensible Interface APB AMBA Advanced Peripherial Bus ACE AMBA AXI Coherency Extensions GPU Graphics Processing Unit VPU Video Processing Unit DPU Display Processing Unit ISA Instruction Set Architecture SIMD Single Instruction Multiple Data 5 © ARM 2016 Title 40pt sentence case Midgard Architecture Overview Bullets 24pt sentence case . Tile-based, Unified Shading Architecture Sub-bullets 20pt sentence case . Latest Midgard GPU is T880 . Maximum of 16 shader cores . Tile size 16x16 (4x4-32x32 internally) . GLES 3.2, Vulkan 1.0, CL 1.2, DX FL11_2 . MSAA 4x, 8x,16x . T880 in Samsung GS7 and Huawei P9 . First product T604 in 2011q4 . SoC: Samsung Exynos 5250 . Products: Nexus10, Samsung Chromebook 6 © ARM 2016 Title 40pt sentence case GPU top level Bullets 24pt sentence case Interconnect Sub-bullets 20pt sentence case Shader Shader Shader core Job corecore MMU Tiling Unit Manager Interconnect L2 Cache #0 L2 Cache #1 Driver External Shared Memory 7 © ARM 2016 Title 40pt sentence case Simplified Application-Driver Interaction Bullets 24pt sentence case Sub-bullets 20pt sentence case App Frame 0 Frame 1 Frame 2 Frame 3 Flushed Flushed Flushed Flushed Driver F0 F1 F2 F3 Scheduled Scheduled Scheduled GPU F0 F1 F2 Post Post Post DPU F0 F1 8 © ARM 2016 Title 40pt sentence case Driver building GPU resource structures App Driver Tex Structure Shader1 Structure Bullets 24pt sentence case glTexImageX() Build Texture structure Format, Dimensions ProgramPointer Sub-bullets 20pt sentence case Data Pointer Buffer Structure glShaderX() Build Shader structure Format, Dimensions Data Pointer VertexJob1 Structure VertexJob2 glBufferX() Build Vertex/Index BufferStructure Pointer Index Pointer buffer structures Shader2 Structure Buffer Pointer Shader Pointer ProgramPointer Index Pointer glDraw() Build Vertex Job Structure Shader Pointer glShaderX() Link with vertex/index/shader glDraw() structures FragmentJob ... Structure eglSwapBuffers() Build Fragment Job Structure FrameBuffer Pointer Link with FB and last Vertex Job Last Job Pointer 9 © ARM 2016 Title 40pt sentence case GPU hardware job types Vertex Job(V) Vertex shader running on a set of vertices Bullets 24pt sentence case Sub-bullets 20pt sentence case Tiler Job(T) Tiling Unit (Fixed Function) work to split transformed primitives into affected tiles Fragment Job(F) Single render target job running over all tiles Job Chain A chain of jobs Job Chain 1 Job Chain 2 V V V V T T T T F 10 © ARM 2016 Title 40pt sentence case GPU job progression Bullets 24pt sentence case Sub-bullets 20pt sentence case 11 © ARM 2016 Title 40pt sentence case GPU Software Interface CPU GPU Bullets 24pt sentence case Job Sub-bullets 20pt sentence case Kernel User A Manager MMU P Power B Interrup Submit tJobs chains AXI External Shared Memory AXI VertexJob1 Structure TilingJob1 Structure FragmentJob Structure VertexJob2 Structure TilingJob2 Structure 12 © ARM 2016 Title 40pt sentence case Job Manager VertexJob (96 vertices) TilingJob FragmentJob (Full Frame) Bullets 24pt sentence case Sub-bullets 20pt sentence case Job Manager VTask1(32) VTask2(32) VTaskN(32) TTask1 FTask1(Tile1) FTask2(Tile2) VTaskN TTaskN FTask3 VTask2 TTask2 FTask2 Shader Core VTask1 TTask1 FTask1 Shader Core Shader Core Shader Core Shader Core Tiling Unit Shader Core External Shared Memory 13 © ARM 2016 Title 40pt sentence case Unified Shader Core Vertex Frontend Fragment Frontend External Shared Memory Bullets 24pt sentence case Sub-bullets 20pt sentence case Tiler Data Tripipe Attributes/Uniforms in Varyings out Textures Framebuffer Tile Tile Buffer TileBuffer Fragment Backend Buffer 14 © ARM 2016 Title 40pt sentence case Shader Core: Vertex Work Vertex Thread Creator . Vertex Threads do not write to tile buffers but Bullets 24pt sentence case directly to main memory Sub-bullets 20pt sentence case Thread 1 Thread 2 . Vertex Tasks contain multiple of 4 vertices Thread 3 Thread 4 External Shared Memory Attributes/Uniforms in Varyings out 15 © ARM 2016 Title 40pt sentence case Tiling Unit Tiler’s goal Hierarchy Level 0 - 16x16 tile bins Bullets 24pt sentence case Hierarchy Level 1 - 32x32 tile bins Find out what tiles are covered by a Sub-bullets 20pt sentence case Hierarchy Level 2 - 64x64 tile bins primtive. Update tile structure with that info. 1 2 3 4 5 Assumptions 6 7 8 9 10 Small primitive -> Affect few tiles -> Use low hierarchy 11 12 13 14 15 level -> Save read bandwidth Large primitive -> Affect many tiles -> Use high 16 17 18 19 20 hierarchy level -> Save write bandwidth 21 22 23 24 25 Heuristic approach Determine what is best given distribution 16 © ARM 2016 Title 40pt sentence case Shader Core: Fragment Work Fragment Front-End Fragment Back-End Bullets 24pt sentence case Polygon List Reader Sub-bullets 20pt sentence case Depth-bounds & Hierarchical ZS Test Tile Writeback Rasterizer Tile Memory Early ZS Testing FPK Queue (128 Quads) Blending Fragment Thread Creator Tripipe Late ZS Testing 17 © ARM 2016 Title 40pt sentence case Shader Core: Tripipe details Bullets 24pt sentence case . SIMD processing core that executes Sub-bullets 20pt sentence case instructions from the Midgard ISA . 3 types of pipes, but 5 total . 3 Arithmetic . 1 Load/Store . 1 Texture . 128-bit operands, float or integer . 2xFP64, 4xFP32, 8xFP16 . Up to 256 active threads at the same time 18 © ARM 2016 Power Consumption Text 54pt sentence case and Bandwidth Reduction 19 © ARM 2016 Title 40pt sentence case Power Consumption Approximate GPU power Bullets 24pt sentence case . Power comparision consumption distribution Sub-bullets 20pt sentence case . Phone SoC 1-3W TexturePipe . Tablet ~10W ArithmeticPipes . Desktop Gfx card ~100-200W Other . Constraints . Battery life time & heat dissapation . Static and Dynamic power consumption . Static power. Related to technology and area. Improved through power management(gating) . Dynamic power. Heavily tied to use case. Responsability of designer. Performance Density FPS/mm^2. Smaller Area and less dynamic power -> possibly more cores 20 © ARM 2016 Title 40pt sentence case Reduce Overdraw: Forward Pixel Kill Bullets 24pt sentence case Sub-bullets 20pt sentence case Insert small FIFO for 2x2 quads after EarlyZ but before entering tripipe. Reject quads ”in front” before they reach expensive tripipe execution 21 © ARM 2016 Title 40pt sentence case Transaction Elimination . Signature/Hash calculated of color tilebuffer before write-out and saved. Bullets 24pt sentence case Sub-bullets 20pt sentence case . If it matches previous signature, write-out is skipped saving bandwidth. 22 © ARM 2016 Title 40pt sentence case ARM Framebuffer Compression/AFBC . Real-time, lossless, small-area framebuffer compression technology Bullets 24pt sentence case Sub-bullets 20pt sentence case . Used on both external(window) and internal(FBO) buffers for GPU . Formats: RGB/YUV (including 10-bit), depth/stencil 23 © ARM 2016 Title 40pt sentence case EXT_shader_pixel_local_storage Bullets 24pt sentence case . Bandwidth Efficient Deferred Shading Sub-bullets 20pt sentence case . Define G-Buffer in Pixel Local Storage space(in tile memory) G-Buffer initialization Lighting accumulation Final shading 24 © ARM 2016 Text 54pt sentence case ARM Lund 25 © ARM 2016 Title 40pt sentence case ARM Lund GPU teams Bullets 24pt sentence case . Hardware design/verification 15 (Fragment front/back-end) Sub-bullets 20pt sentence case . GPU Modelling 17 . Graphics/Backend Compiler team 16 . HW/SW regression testing 10 . Multimedia(GPU+VPU+DPU) development+regression 4 ARM Lund total ~100. Remaining are Video IP development. Cambridge/Trondheim major GPU development sites 26 © ARM 2016 Title 40pt sentence case GPU HW Development Bullets 24pt sentence case . HDL: Verilog + System Verilog Sub-bullets 20pt sentence case . git/gerrit . Cluster based RTL simulation framework . HW Engineers usually with low-spec desktop/laptop. Everything runs on massive CPU clusters in Cambridge 27 © ARM 2016 Title
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